Jump to content

Australian Malifaux Grand Tournament 2013 - July 13th and 14th


Tiny

Recommended Posts

Location: Southern Battle Gamers. The Sylvania Heights Community and Youth Club Box Road. Here

When: Saturday and Sunday 13th and 14th of July.

Accomodation: Like last year the Abcott Inn will be giving players staying there a 10% discount on their rooms.

Masters: Day One of the GT will be a single master story event. Ten thunders masters must choose their faction at the start of the day and stay with the same faction all the way through.

Day Two will be fixed faction gaining grounds.

Soulstones: Day One will have you picking your crew from a 55ss pool for the games.

Day Two will be 30ss games.

Rounds: Both days will be 4 rounds.

Pairings: At the beginning of Day One players will be placed into 2 groups these groups will play players from the opposing group only. The first pairing of the day will be a random draw. Pairings for the 2nd, 3rd and 4th rounds will be seeded and where possible same faction match ups will be avoided.

Scoring: Scoring on both days will be done using the Domination Format from the current gaining grounds.

Players: This event is capped at 50 players.

Tables: The tables will be 3’x3’ and will have at least half the table covered in terrain where possible, tables will be set up before the event. Special events and terrain will be used on day 1.

Proxies: Proxies for models will not be allowed at this tourney. Conversions from other Wyrd models may be allowed provided it is not confusing and on a case by case basis.

Painting: All models must have 3 colours minimum. There will be prizes for best painted crew/s.

Cost: $30 for one day $45 for both days, with all money going back to the players in prize support, room hire and drinks. Payment should be made before the event. The money should be direct deposited into the following account with your name as the description, if you are only doing 1 day state which day in the description:

Underground Wargames

BSB: 062000

Account number: 14830845

Commonwealth Bank

I would ask that everyone please sign up before the last week remaining before the GT as I will be getting prizes for everyone that attends and I would hate to be surprised last minute and have someone miss out. If you think you may only be able to sign up in that last week and you are definite, please let me know directly before the fact!

Prizes: The same crazy prizes per round will be back just like last year. Will we have best in faction prizes for the best performers in faction over the two days to reward those people representing their factions proudly! Also prizes for 1st, 2nd, 3rd, best sports, best crew and some other wacky prizes we will be coming up with.

Sponsor: I'm proud to announce that Underground Wargames will be sponsoring this event!!

Winning: The overall winner will have his or her name and faction added to the Australian Malifaux GT trophy.

Strategies:

Day One:

Game 1: Story encounter

Game 2: Story encounter

Game 3: Story encounter

Game 4: Story encounter

Soulstone Rush

Game One - The Informant

You’ve sent word through your contacts in various thieves’ guilds of your grand scheme to rob a guild caravan carrying soulstones. The Thieves Guild has put you in contact with someone who can help you get the information you need to complete you goal, but obviously with these sort of shady dealings trust is hard to come by. Prove to the informant you are genuine and take him to safety before other enterprising individuals get the same idea.

Crew Selection: Crews are 25ss.

Setup: Board is set up using Standard Deployment. Place a 30mm Informant Marker in the centre of the board.

Special: A significant model may take a (1) Interact action whilst in base contact with the marker and unengaged. The model must pass a WP - > 16 duel to convince the Informant they are there to meet you. Models may not Interact with the Informant until Turn 2.

After the WP check has succeeded the informant will follow after the model that passed the WP duel. The informant is Wk 4 and will use a walk action controlled by the player who successfully interacted with it last. However, the Informant may not be further than 2 inches from the model that passed the WP duel at the end of its walk. If the model that interacted with the informant is engaged in combat the informant will stop walking. If End Closing Phase the informant is not within 2 inches of the model that Interacted with it last it “resets” and may be Interacted with by both players again. The informant may not be targeted by attacks of any kind and is immune to dmg and wds.

If the model that last interacted with the Informant is killed, the informant does not move until another significant model has passed a WP duel with it. Each time a side passes the WP duel for the Interact Action the Target Number is reduced by 1.

Special Event: After the first range shot is made test to see if the Stampede! Special event happens in the current turn’s start closing phase and every turn onwards as people/animals scatter to safety.

Victory: 1 VP for successfully passing the WP test

+1 VP for the informant accompanying you at end of the game

+2 VP for the informant accompanying you in your deployment zone.

Game Two - Leg Work

The informant was particularly helpful, he told you of 3 items that will help make the heist smoother and also gave you a warning: “The soulstones they are transporting are so potent that they will begin drawing the soul out of a still living person unless properly shielded.”

The items you need for the heist are: a key to the lockboxes the Soulstones are kept in, a map of the route they caravan is taking and reinforced packs used to carry the stones.

The informant has also told you where the caravan is camped as luck would have it they need to head back into town for supplies and a big fog bank is rolling in, time to get in get the items and get out, with them none the wiser!

Crew Selection: Crews are chosen from a pool of 30ss.

Setup: Board is set up using Corner Deployment. Place three 30mm Markers on the board as shown, one in the centre of the board and the other 2 as shown. The marker in the middle of the board is a Key Marker. If one of the players had the Informant accompanying them at the end of the last game they may choose which side each marker goes on. If neither or both players had the informant accompanying them last game both Players then flip a card each the player the flips the higher card chooses which marker goes which side of the remaining 2 markers (Map Marker and Pack Marker.).

game2_zpsa7e8b855.png

Special: A significant model may make a (2) Interact action to pick up any of the markers, while carrying the marker the model may not fly, float or if a sprit walk through obstacles if the model chooses to do so they immediately drop the marker in base contact with them at the start of the wk/charge. A model may only hold one Marker at a time. Models may not interact with markers until the second turn of the game.

If a model is killed while holding the marker, the marker is placed in base to base contact with the model before it is removed from play. If a model is pushed while holding the marker before resolving the push the player carrying the marker places it in base to base contact with the model before moving.

Special Terrain: Campsite 2”x 2” marker. A model may (1) Interact with the campsite to discard one Control Card and then draw one Control Card. May only done once per crew per turn.

Special Event: Foggy (random): During the next turn, all Attack Flips and Casting Flips receive -.

Victory: 1 VP to have interacted with treasure

+ 1 VP for each treasure you hold at the end of the game. (Make a note of which treasure you are holding at the end of the game.)

Game Three - Snatch and Grab

As you climb onto the rise of the hill you see in the distance dust being kicked up into the air, soon enough you can make out the shapes of two wagons, so the map was correct after all! You move on quickly to find a place to spring the ambush.

The wagons are getting closer you see that the wagons are piled high with cargo and the horses are struggling to keep their current fast pace, a good sign. Now to spring the ambush on the unsuspecting couriers, before they know what hit them. What could go wrong?

Crew Selection: Crews are 35ss.

Setup: Board is set up using Diagonal Deployment. At one neutral corner (one of the two corners not in either player’s deployment zone) Place 2 x 50mm Wagon Counters side by side and 3 x 30mm Guard Markers touching the wagons as shown with Guard 2 being nearest the opposite Neutral Corner. Player’s that obtained the Map Counter in the previous game move their deployment zone 1 inch forwards, players who did not have their deployment zone reduced by an inch. If you obtained the Key Marker in the previous game you may give this marker to a significant model during deployment, if that model dies place a 30mm Key Marker in base to base contact with the model before it is removed from play.

ba05d25b-9788-414d-b074-a07e0007ed28_zps07a64c5f.jpg

Special: Each turn in the End Closing Phase move the Wagon and Guard Markers 6 inches toward the opposite neutral corner whilst keeping as close to the formation as possible. Significant models may not interact or attack the Wagon Counters until the 2 Guard markers closest to them have been killed. Guards have 3 wds, Df 4, wp 4, Armour 1 and Stubborn. Triggers may not be used against Guard Markers. Guard Markers cannot move or be moved except for the movement done in the End Closing Phase. When attacking a Guard Counter your opponent flips for the guard's defense and may cheat fate as normal.

Once the 2 guards nearest a Wagon Marker are killed models may Interact or attack the Wagon Marker. The wagon is Hardness 4, Ht 3 and must be damaged 3 separate times to be destroyed, once destroyed the player who destroyed the wagon place two 30mm Soulstone Shard Counters in base to base contact before the wagon is removed from the table.

If the model with the Key Marker is in base to base contact with the wagon they may make a (1) Interact Action to open the locks to the Soulstone Shards. Once this is done they may place two 30mm Markers in base contact with the wagon and keep the marker in play. If this wagon is destroyed later on it does not drop Soulstone Counters.

An unengaged significant model may make a (1) Interact whilst in base to base contact with a Soulstone Counter to pick up the counter. At the end closing phase models carrying Soulstone Shards take an unmodifiable 1/2/3 damage flip ignoring armour and counting as magical, unless the player had gotten the Pack Marker in the previous game. Unlike treasure counters models holding these counters do not drop them unless they die. Models carrying Soulstone Counters may make a (1) Interact with another friendly significant model to hand them the counter as long as both are unengaged.

An unengaged significant model that is carrying a Soulstone Shard Counter may make a (1) Interact action with the carried counter, the model then discards the Soulstone Shard Counter, places 2 stones into their crew’s soulstone pool and takes an unmodifiable 1/2/3 damage flip which ignores all armour and is magical. If the model dies as a result of this damage place a new Soulstone Shard Counter in base to base contact with the killed model before it is removed from play.

Special Event: Dark Omens (random): From the beginning of next turn’s Draw Phase to the end of the Activation Phase, Fate Cards with a value of 1 count as value 13 and vice versa.

Victory: +1 Vp for each Soulstone Shard carried.

Game Four – The Getaway

Having bested the guards and made off with the loot, it’s time to make for the hideout and fence the loot. Right under the Guild’s nose they’ll never suspect where you are, unless someone talks…

Surely none of your crew could be that greedy?

Crew Selection: Crews are chosen from a pool of 35ss.

Setup: Board is set up using Standard Deployment. Place a 50mm Hideout Marker in the centre of the board.

Special: Secretly note one of your opponent’s minions to be your snitch, this may not be the highest soulstone model in the enemy crew only if absolutely all models in the opposing crew are the same hiring cost may the highest soulstone model be chosen.

Special Terrain: Hanging Tree: A 50mm Hanging Tree Marker will be placed on your table it is a HT 6, blocking terrain feature. The tree is Terrifying ->12 and has a range of 2” and Anathema.

Special Event: Backstabbed! In the end closing phase each player flips a card if the suit flipped is the same faction as the model (rams = Guild, crows = Ressurections, tomes = Arcanists, masks = Neverborn. In the case of Ten thunders and Outcasts, agree on a suit before the game for the snitch), that player announces that the snitch has been discovered the snitch model is now considered friendly to the opponent’s faction and no longer friendly to the hiring player’s faction. If the snitch has not been discovered in the turn 3 end closing phase this flip may be cheated from then onwards.

Victory: 1 VP for having a model within 3” of the Hideout Marker

+1 VP for having twice as many or more models within 3” of the Hideout Marker than your opponent.

+2 VP if the snitch in your crew isn’t in play at the end of the encounter.

Day Two:

- All Strategies will be from the new gaining ground document and will be shared, whether we have the players or the TO flip for this or have a set order for strategies is TBD. Document can be found here.

- All deployments zones for day 2 will be standard deployment.

Schemes: Each scheme may only be taken once per day. On Day 2 no master of faction specific schemes may be taken. **will decide if this is the same for day one after play testing the story encounters**

Timetable:

Day One: Games are 1hr30mins.

8:30am Check in/registration

9:00am – Game 1 Begins

10:45am – Game 2 Begins

12:15pm - Lunch

1:00pm – Game 3 Begins

2:45pm – Game 4 Begins

4:30pm – Winners announced/ Prizes distributed

4:45pm - Trivia Contest / Prizes

5:30pm - All done for the day!

Day Two: Games are 1hr30mins.

8:30am Check in/registration

9:00am – Game 1 Begins

10:45am – Game 2 Begins

12:15pm - Lunch

1:00pm – Game 3 Begins

2:45pm – Game 4 Begins

4:30pm – Winners announced/ Prizes distributed

Version 2 cards must be used at this tourney.

Any questions at all feel free to PM me or reply to this thread

Paid Players:

1. Paul Middlewick

2. Luke Cannon

3. Wesson Jewell

4. Daniel H

5. Jose Pastor

6. Mark William

7. Ross T

8. Brendan M

9. Terry W

10. Peter S

11. Sam j

12. lee

13. Tim B

14. Jay R

15 Damien S

16. Carl S

17. Rob L

18. Luke B

19. Peter P

20. Ian S

21. Noel L

22. Sally

23. Zed (1 day)

24. Nick F

25. Tigh Ward

Edited by Tiny
Link to comment
Share on other sites

  • 1 month later...
  • 4 weeks later...
  • 3 weeks later...

Choose from your faction day 2, only limit is the hiring pools of the masters and the 30ss of the games.

---------- Post added at 03:58 PM ---------- Previous post was at 03:57 PM ----------

updated paid players. Get those entries in guys so we can put on the best event possible for you!

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information